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DEVLOG #4



[h2]Greetings![/h2]

In this devlog we'd like to talk about global map.



There will be five islands in the game. The top left will show basic information about current progress: defeated bosses, collected keys and jade coins.

And here's the zoom animation when selecting an island. What do you think?

As you zoom in, you can see little animations like grass rippling in the wind, snowing, or lava flowing.
Also visually you will be able to understand what features will be on the level.



If you have sailed to an island and have passed several levels and have trouble making it through, you can visit another one. However, you will need to participate in naval battles before you get to another island.

Thank you very much for your attention! Until the next devlog!


DEVLOG #3



[h2]Greetings![/h2]

In this devlog we'd like to talk about a pretty big gameplay update when playing as a possessed.




Old and slow attack ːsteamthumbsdownː



New fast and beautiful ːsteamthumbsupː

[h3] We got rid of damage on touch.[/h3]
The gameplay felt clunky. Since the game has the ability to move around a little when you hit it, sometimes you could accidentally bump into an opponent and take damage. Now in these sections of the game, damage will only come from enemies' weapons.



This may be in contrast to the gameplay for the human-shaped character, where the damage on touch is left unchanged, but in the initial stages of the game there will be a story tutorial. There, these differences will be explained story-wise and shown through gameplay.

[h3]We also increased the attack speed of the hero and introduced finishing moves.[/h3]

They will need to be unlocked in the store for Dark Essence currency.

[h3] A rating system has also been added [/h3]
If the player will alternate finishing blows with special abilities - the rating will increase. Depending on your rating, you will receive a different amount of Dark Essence when killing enemies.



That's all for now. Thank you so much for staying with us! See you around!

Corsair's Madness Livestream - Demo playthrough, Q&A

AHOY!

Corsair's Madness demo going live! You'll be able to try it out for yourself at this Steam Fest. The game features 2 full gameplay different levels from the main game.

At the stream we'll talk about the process of creating the game, answer your questions, find all the treasures, escape from the boss and, of course, ride on a boat!

On February 22 and 26 we are waiting for you at our broadcast. Come chat with us.
Stay tuned!

Corsair's Madness Livestream - Demo playthrough, Q&A

AHOY!

Corsair's Madness demo going live! You'll be able to try it out for yourself at this Steam Fest. The game features 2 full gameplay different levels from the main game.

At the stream we'll talk about the process of creating the game, answer your questions, find all the treasures, escape from the boss and, of course, ride on a boat!

On February 22 and 26 we are waiting for you at our broadcast. Come chat with us.
Stay tuned!

DevLog #2



Hello, everyone!

This is the second devlog in which I want to talk about mistakes.
It's not uncommon for players to die in the same place several times. Especially frustrating when you can not constantly save, and the nearest checkpoint is very far away. And, you have to run through the easy parts of the level over and over again, only to eventually lose your life again on the difficult for the player fragment and start all over again.



To solve this problem, I put magic gates at each checkpoint. They work like this: if a player dies more than once in a certain part of the level (in some situations, once is enough), he will see a blue or green glow over his character. After that, you can use the gate to teleport to that room.



What does this solve ?
1. Players who aren't interested in running through the same boring sections dozens of times will be able to concentrate at once on the rooms that cause them difficulty and save time (and nerves)
2. Players who want to collect all the treasures, and will be able to do without the gate, because all the good collected between the last checkpoint and the death of the hero, lost.

Thank you all for your attention!